You need to set the restitution values for the static objects too. The default value is 0 which means no bounce.
When colliding, the restitution values for the two colliding bodies is combined by multiplication, so if one of them is zero, the result is zero, no matter what the other value is.
Search found 169 matches
- Mon Aug 31, 2009 8:17 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: noob trying to figure out static object collisions
- Replies: 3
- Views: 4049
- Mon Jul 27, 2009 9:29 am
- Forum: General Bullet Physics Support and Feedback
- Topic: SVN rev. 1715 on Mac with double precision is broken..?
- Replies: 2
- Views: 2859
Re: SVN rev. 1715 on Mac with double precision is broken..?
Hi Erwin!
Yes that fixed it Thanks for the swift fix!
Ola
Yes that fixed it Thanks for the swift fix!
Ola
- Mon Jul 27, 2009 12:19 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Can someone explain RigidBody.setSleepThresholds() to me?
- Replies: 2
- Views: 2737
Re: Can someone explain RigidBody.setSleepThresholds() to me?
It's velocities. When the rigid body moves slower than the threshold value, it goes to sleep.
If your units are meters, then the linear part is in meters/second. The angular bit is in rad/s.
Best regards,
Ola
If your units are meters, then the linear part is in meters/second. The angular bit is in rad/s.
Best regards,
Ola
- Mon Jul 27, 2009 12:15 am
- Forum: General Bullet Physics Support and Feedback
- Topic: SVN rev. 1715 on Mac with double precision is broken..?
- Replies: 2
- Views: 2859
SVN rev. 1715 on Mac with double precision is broken..?
Hi, I just installed Bullet from SVN on a new mac, and built it in double-precision mode. It seems that the collision detection is not working at all. For example, shooting boxes in any demo makes them just fly through everything. Single-precision mode works just fine, by the way. I compared by buil...
- Thu Jul 02, 2009 9:31 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Body inside another body
- Replies: 6
- Views: 5471
Re: Body inside another body
For the cell's shell you'll have to use some shape that is hollow, so the only thing I can think of is a mesh shape. The mesh triangles are double sided and "paper thin". If the cell body is static, you can use the btBvhTriangleMeshShape. (if you want it dynamic, maybe the btConvexTriangle...
- Wed Jul 01, 2009 9:53 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btConcaveShape implementation question
- Replies: 2
- Views: 2499
Re: btConcaveShape implementation question
I use the btBvhTriangleMeshShape for my terrain system. The terrain is divided into tiles that are 4x4 km each, with one shape for each. This way I can load terrain on demand (add/remove tiles). So I'm not sure you really have to create your own concave shape, the Bvh shape is pretty fast for static...
- Mon Jun 29, 2009 8:48 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Performance optimization with btDiscreteDynamicsWorld.cpp
- Replies: 4
- Views: 4922
Re: Performance optimization with btDiscreteDynamicsWorld.cpp
It's recommended to upload the patch to the issue tracker at http://code.google.com/p/bullet/issues/list.
Great work!
Great work!
- Fri Jun 26, 2009 8:35 am
- Forum: General Bullet Physics Support and Feedback
- Topic: CMakeLists.txt missing files
- Replies: 2
- Views: 2720
Re: CMakeLists.txt missing files
Yes it's recommended to submit patches there, so they won't get lost in all the forum postings.
- Fri Jun 12, 2009 8:39 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: BotApp - robot fighting game
- Replies: 4
- Views: 13688
Re: BotApp - robot fighting game
Really nice!!
I ran it under Linux with wine, that worked just fine, by the way.
I was wondering, do you use raycast-based wheels or actual wheels as rigidbodies with constraints?
Best regards,
Ola
I ran it under Linux with wine, that worked just fine, by the way.
I was wondering, do you use raycast-based wheels or actual wheels as rigidbodies with constraints?
Best regards,
Ola
- Thu Jun 11, 2009 2:18 pm
- Forum: Release Announcements
- Topic: Bullet 2.75 beta1: GPU, SPH fluids preview, new constraints
- Replies: 13
- Views: 93955
Re: Bullet 2.75 beta1: GPU, SPH fluids preview, new constraints
Yes, it works fine now! Thank you.Thanks, can you try out Bullet 2.75 RC2?
- Thu Jun 11, 2009 11:01 am
- Forum: Release Announcements
- Topic: Bullet 2.75 beta1: GPU, SPH fluids preview, new constraints
- Replies: 13
- Views: 93955
Re: Bullet 2.75 beta1: GPU, SPH fluids preview, new constraints
I just tested the RC1 (svn 1691), and I think I might have a problem with static rigid bodies. We depend on switching the rigid bodies from dynamic to static and back (by removing, re-adding with or without mass). Previous behaviour for these was that they are added to the world and show up as activ...
- Tue Jun 09, 2009 1:52 pm
- Forum: Release Announcements
- Topic: Bullet 2.75 beta1: GPU, SPH fluids preview, new constraints
- Replies: 13
- Views: 93955
Re: Bullet 2.75 beta1: GPU, SPH fluids preview, new constraints
Just a small reminder for this tiny fix
http://www.bulletphysics.com/Bullet/php ... f=9&t=3599
(virtual definition of addCollisionObject / removeCollisionObject in btCollisionWorld.h)
Best regards,
Ola
http://www.bulletphysics.com/Bullet/php ... f=9&t=3599
(virtual definition of addCollisionObject / removeCollisionObject in btCollisionWorld.h)
Best regards,
Ola
- Tue Jun 09, 2009 1:50 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bug - raycast hit normals on rotated compound child shapes
- Replies: 1
- Views: 2272
Re: Bug - raycast hit normals on rotated compound child shapes
Small update, I made a patch with a fix suggestion, see the issue tracker.
- Tue Jun 09, 2009 11:45 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Bug - raycast hit normals on rotated compound child shapes
- Replies: 1
- Views: 2272
Bug - raycast hit normals on rotated compound child shapes
I ran into weird problems with my own raycast-based vehicle recently, and just found the reason why. Some assets in my game world are static mesh shapes, rotated within a compound shape. Raycasts hitting these objects return normal vectors that don't seem to take the child shape rotation into accoun...
- Sun May 31, 2009 2:43 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: "Bouncy" Elevators
- Replies: 2
- Views: 2480
Re: "Bouncy" Elevators
Sounds like you get some penetration between the sphere and platform initially before their speeds match. If you know the sphere is resting on the platform, try setting it's linear velocity to the same as the platform when starting to move the platform. Alternatively, maybe you can try to slowly ram...